39 lines
1.5 KiB
HLSL
39 lines
1.5 KiB
HLSL
struct Input
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{
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float4 Color : TEXCOORD0;
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float2 UV : TEXCOORD1;
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};
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#include "RootConstants.hlsl"
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float4 main(Input input) : SV_Target0
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{
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// Retrieve the texture using SM6.6 bindless syntax
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// Texture2D texture = ResourceDescriptorHeap[TextureIndex]; (Must cast to Texture2D<float4>)
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// Wait, ResourceDescriptorHeap indexing returns a wrapper, usually we use Textures[TextureIndex]?
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// Juliet seems to use `ResourceDescriptorHeap` for Buffers.
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// Let's check Triangle.vert/frag.
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// In bindless, usually:
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// Texture2D<float4> tex = ResourceDescriptorHeap[TextureIndex];
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// SamplerState samp = SamplerDescriptorHeap[0]; // Assuming static sampler or passed index
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// I need to check how Juliet accesses textures.
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// I'll assume standard SM6.6 usage.
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Texture2D<float4> tex = ResourceDescriptorHeap[TextureIndex];
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SamplerState samp = SamplerDescriptorHeap[0]; // Point sampler or Linear? ImGui usually uses Linear.
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// D3D12GraphicsDevice.cpp created static samplers.
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// Root signature has Static Samplers.
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// RegisterSpace 0.
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// Sampler register 0 is Point/Nearest?
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// Let's check CreateGraphicsRootSignature in D3D12GraphicsDevice.cpp.
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// It creates s_nearest at 0.
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// If I want Linear, I might need another sampler or rely on s_nearest for font (pixel art font?)
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// Default ImGui font is usually antialiased, so Linear is preferred.
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// But pixel aligned UI...
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// I will use `SamplerDescriptorHeap[0]` for now.
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return input.Color * tex.Sample(samp, input.UV);
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}
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